Are you struggling on how to expand your Veer-myn Strike Force in Firefight: Second Edition? Need some tips about what units are going to boost your chances of victory? Just can’t decide between X and Y? Well, we’ve got just the blog series for you.
Our ‘what to get next’ blogs give you some suggestions about the best way to expand your ever-growing Strike Forces. These are suggestions of what to buy next to give you some alternate tactics, or provide a boost to the miniatures you already have.
VEER-MYN TUNNEL RUNNERS
There’s really only one thing to say about Tunnel Runners and that is you need: MORE!
Although you get two Tunnel Runners in the Strike Force, no self-respecting Veer-myn player leaves the nest without at least four… possibly five.
The reason why they’re such a must-have is the combination of speed and Subterranean Deployment. Let’s deal with Subterranean Deployment first, as this can be a game-changer. Basically, no matter what scenario you’re playing, this rule allows you to bring on a unit as Reserves in round two or three as a short action. However, unlike Reserves, you can deploy them anywhere on the battlefield, as long as they’re 6” away from the nearest enemy unit.
This means you can deploy them right behind the enemy, and hopefully trap them in a pincer movement with your other units. Once deployed, they’ve got an incredible speed of 12/18, which means you’ll easily be able to reach most opponents and pull off a charge.
One word of advice: I’d recommend not getting them straight into combat after deployment. Their standard Assault stat is 5+, which can be very swingy. Instead, I prefer to deploy them within range of the Twin Chem Spitters (24”) to weaken up any potential threats with a ranged attack, before closing in for the kill the following Round.
Unfortunately, the only downside to the Tunnel Runners is that they’re unlikely to be able to benefit from any of the Command or Faction orders because they’ll be deployed so far away.
VEER-MYN NIGHT TERROR
Although not a unit on their own, Night Terrors are an almost essential way to boost your Stalkers, by using them as a drone upgrade. First up, ignore the Heavy Chem Spitter option and go straight for the Night Terror with Scythes. The latter adds 4D with AP2 to the unit and the great thing is, that unless your opponent has a sniper, the Night Terror will be adding those tasty four dice right up until the unit implodes. Even better, those lovely dice are hitting on 4+ (or 3+ on a charge).
If you do opt for the Heavy Chem Spitter, then just remember that due to It Burns, it’s hitting on 4+ rather than the Stalkers’ 6+ Shoot stat. What’s more, thanks to It Burns, there is the chance you’ll set fire to an enemy and mark it as activated. This is great for potentially locking down enemies, but with only two dice, it can be hard to pull off reliably.
MUTANT RAT FIEND
Was there ever any doubt that the Mutant Rat Fiend would feature in this list? We hate to repeat a meme, but come on…
There’s not much that can go claw-to-toe with the Mutant Rat Fiend and survive. But it’s really the speed that is the absolute kicker here, because the 15” charge has the capability to really catch your opponent out. After all, it’s a big, blubbery thing with two mouths… surely it can’t be that fast?
Not only that, but you can increase that threat range with the Progenitor’s Scurry order. This allows the Mutant Rat Fiend to move 3” and Hit the Dirt, which is also helpful for avoiding damage from ranged attacks.
Even if you can’t get it into combat, the very presence of the Mutant Rat Fiend can force your opponent into making uncomfortable decisions just to avoid it!
AND WITH THAT, WE’VE FINISHED OUR FIREFIGHT GUIDES. LET US KNOW ON SOCIAL MEDIA WHAT YOU’D LIKE US TO COVER NEXT FOR FIREFIGHT. DO YOU WANT SOME TACTICS FOR DEALING WITH FLYERS? WHAT ABOUT THE BEST WAY TO USE BUILDINGS? JUST LET US KNOW!